citron2010's Forum Posts

  • You can do this...

    Thanks for this - I did consider adding as new frames or animations but was concerned about sizing so I'm now trying with tiled backgrounds - I'll see how that goes and might revert back to a single sprite.

    One issue I've encountered with loading tiled backgrounds from a URL is that there's no "resize to image" option, so at the moment, I'm loading the image into a sprite, then resizing the tile map to the sprite's dimension, then loading the image into the tile, then destroying the sprite!

    I'll report back here when I have a fully working solution!

  • Thanks - just a note - it seems to be the capitalization of the "I" that matters - if it's lowercase, the error isn't shown.

  • I’m building a game where I want to download images from a back end which isn’t ready.

    Instead, I’ve added them as project files so I can use AJAX to retrieve them.

    When the back end’s ready, I’ll update the AJAX request’s URLs.

    I also want to save the images to local storage.

    (I’m using a Binary Data object for the local storage and AJAX requests.)

    So the flow is:

    1. Does the image exist in local storage?
    2. No? Request it from AJAX
    3. When it’s returned from AJAX, write it to local storage.
    4. When it’s written to local storage, request it back.
    5. If it does already exist in local storage, request it.
    6. When the request from local storage is complete (from either of the two routes above) create sprite.
    7. When the sprite’s created, load its texture from the picture returned from local storage.

    This works for the first image loaded, but when it does it for the second, it also overwrites the texture of the first and so on. I'm picking the sprite to load the texture into based on "on created" and confirm that only one sprite is selected by writing pickedCount to the console.

    Is this a bug or am I doing something wrong?

    Minimal reproducable project:

    drive.google.com/file/d/1Jr40AlfrJyxgY3jSjtBM37ua876FNqTH/view

    EDIT - I though reusing the same binaryData Object for both AJAX and local storage might be the issue, but if I remove local storage entirely and just download the file every time and load it straight into the sprite, the same thing happens.

    EDIT 2 - Ok, I'm being dumb - instances of a sprite can't have different textures.

    So can anyone suggest how I can best handle this? Different frames? If I need to download 50 images, would that cause size/performance issues?

    EDIT 3 - editing that test project to use tiled backgrounds instead of sprites appears to work - will try that for real...

  • Not sure whether this is even worth raising a bug for - but it took me several hours to track down, so I thought I'd document here just in case anyone else sees this error when trying to build an xcode project:

    ERROR: Failed to load texture: Error: fetch 'app://localhost/images/shared-0-sheet0.webp' response returned 404

    Turns out that if you have just a folder named "Images" (with a capital "I") that contains an image and a regular sprite in a project, the sprite's texture won't load with the above error.

  • Just thought I'd add my experience:

    My laptop's not powerful enough to record using OBS, so I export to iOS and record on either an iPhone or iPad using their native screen recorder.

    But...iOS 26 screwed this up - recording on the iPad now records at native resolution (previously it was half resolution) and when recording C3 games, the recording jitters. Same on the iPhone even though the resolution is the same as in iOS 18. Recording other games doesn't result in jittering, so I wonder if it's related to WKWebView?

    A solution is to use medal.tv's app which has its own screen recorder. iPad recordings are now back at half resolution (which is fine for me) but doesn't jitter. iPhone recordings are at the same resolution but don't jitter either.

    I use CapCut for editing as I found it's the most intuitive, free video editor.

  • Testing in r470 beta

    Re: this error (case error in my original post was my typo):

    Cannot find declaration for 'NSObject', superclass of 'FileUtility'

    ChatGPT told me to add:

    #import <Foundation/Foundation.h>

    To the start of FileUtility.h in /Plugins/cordova-plugin-purchase

    Which presumably is the MobileIAP plugin

    And this fixed the issue.

    Note that neither Viewport fit = "auto" or "cover" hides the status bar on an iPad 10th gen.

    The only difference is that with “auto”, the status bar is on its own space at the top of the screen whereas with “cover” it overlaps the game’s screen

    No status bar is shown on an iPhone 15 using either “auto” or “cover” – and their behaviour is exactly as expected (“auto” uses the safe area whilst “cover” displays under the dynamic island and rounded corners).

    Let me know if you need issues raising for either!

  • Testing with a minimal project with r470 beta seems to show that neither viewport fit = "auto" or "cover" hide the status bar on an 10th gen iPad:

    auto:

    iPad 10 shows the status bar

    iPhone 15 doesn't show the status bar and sticks to the safe area

    cover:

    iPad 10 shows the status bar

    iPhone 15 doesn't show the status bar and displays underneath the dynamic island and rounded corners

    Fortunately the project does build OK - so next step is to troubleshoot why my project doesn't...

  • Checking 'Hide status bar' exported exactly the same thing as setting the project 'Viewport fit' to 'Cover'.

    I've just tried this and found that viewport fit and hide status bar options are independent and do exactly what they say.

    Specifically (viewport fit / hide status bar):

    auto/true

    This works for me - no status bar and the layout isn't under the rounded corners or dynamic island on an iPhone 15.

    auto/false

    No good - status bar appears on an iPad 10 (but for some reason not on an iPhone 15)

    cover/true

    No good - layout is underneath an iPhone 15's rounded corners and dynamic island

    cover/false

    Doubly no good - layout is underneath an iPhone 15's rounded corners and dynamic island & status bar is visible on iPad 10

    Maybe there's something weird with my project - I'll try with a minimal one - and will also try to replicate the build error with the beta...

  • Hi, just noticed this in the notes for r470 beta:

    One notable other change is that when exporting to Android or iOS, the Hide status bar option has been removed. That's not because support for this has been removed - it's just it is now controlled by the Viewport fit project property. If you want to hide the status bar, make sure that option is set to Cover, and it will work the same as checking Hide status bar - and also be more consistent with web exports.

    What happens if I want to hide the status bar but don't want the viewport to cover non-visible areas of the screen?

    I don't really want to have to detect specific devices and rebuild my layouts to accommodate those that don't have unobstructed rectangular screens.

    If this changes makes it into production, I understand it might be possible to manually edit the Xcode project to hide the status bar - but at present I can't test this as it looks like iOS export to an Xcode project is broken - the project's name is just App.xcodeproj rather than <gameName>.xcodeproj and when I try to build, I see loads of errors starting with:

    Cannot find declaration for 'NSObject', superclass of 'FIleUtility'

    Which means nothing to me!

    Thanks!

  • I went to test this on my game and noticed that my Xbox controller didn't work but SHIFT+TAB did bring up the Steam overlay. Realised that when I uploaded my last build I'd forgotten to add:

    "allow-host-input-processing": false

    to my package.json.

    So I uploaded a new build with that option - XBox controller works but the overlay doesn't.

    These are my settings in:

    Steamworks Admin -> Application -> Steam Input

    Opt Controllers into Steam Input:

    Xbox, PlayStation, Nintendo Switch, Generic (DirectInput) & Any Future Devices

    All Unchecked

    Steam Input Default Controller Configuration

    None Selected

    So I _think_ it's the last option that's being discussed here but still don't have both the overlay and XBox controller working at the same time. But to be honest, all the Steam controller options confuse the hell out of me - but willing to test anything anyone can suggest.

  • I LOVE the new ability to pin bars in the editor but find it a little frustrating that unpinning them (if I want the bar to remain visible) also undocks them.

    Anyone else feel the same? Is there a workaround? The only one I can think of is simply to not use pinning but resize the bars manually - but you can't get them as small as the tab shown when they are pinned.

  • No idea but this soundslike a perfect use case for timelines.

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  • "http://google.com" - won't load because it's HTTP

    and the HTTPS version won't load because as ROJOhound says it's a CORS issue.

    construct.net loads fine (using iframe -> "navigate to" action), so it's not a C3 issue.

    But you should be getting these errors in the console.

  • hello,pour moi cela ne marche pas: voyez vous le probleme?

    You need a comma at the end of the previous line

  • As far as I can tell, the languages displayed in App Store Connect (and in an app's store listing) aren't related to any localization settings inside an app - they just allow you to have store pages and app metadata in different languages.